Path: chuka.playstation.co.uk!macpaul From: macpaul@ndirect.co.uk (Paul Harvey) Newsgroups: scee.yaroze.beginners Subject: Re: GpuPacketArea query. Date: Tue, 15 Sep 1998 22:35:06 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 34 Message-ID: <1dff5c0.3h50mz1xfnn40N@th-pm05-19.ndirect.co.uk> References: <35557807.6E248247@chowfam.demon.co.uk> <3558DF85.7C89DA42@ndirect.co.uk> <3559D87E.D5C1EBD1@chowfam.demon.co.uk> <3594C013.116@manc.u-net.com> <01bda34b$a5fc6c20$f30b0a0a@Angela1.intelligent-group.com> NNTP-Posting-Host: th-pm05-19.ndirect.co.uk X-Newsreader: MacSOUP 2.3.3 (unregistered) Craig Graham wrote: > Toby Hutton wrote in article > ... > > James Shaughnessy writes: > > > > > PS I still use the old formula for packet space: > > > PACKET GpuPacketArea[2][NUM_SPRITES*sizeof(GsSPRITE)]; > > > "sizeof(GsSPRITE)" is a macro unless I'm very much mistaken. > > > > sizeof is actually a C operator, and GsSPRITE is a struct. You can > > use sizeof with any variable or data type to return its size. > > > > If you're doing 2D only with sprites then NUM_SPRITES * sizeof > > (GsSPRITE) would work fine. A packet can be other things though, like > > a poly or line which are different sizes, perhaps larger than > > GsSPRITE, so you need to make sure you reserve plenty of space. > > That's not quite true, as a GsSPRITE when entered using GsSortSprite() > (as opposed to GsSortFastSprite) actually generates the same type of GPU > packet as a texture mapped Quad (different front end to the same low-level > primitive). > > > Toby. > > Craig. Where on earth does a yaroze member pick up such technical details as this?!!!! The Packet area is nothing short of a great mystery. It's interesting to hear some tech on packet sizes, etc, but how do you come by this, or do you just need to be _really_ clever?! ~md